I'd drop the ard'armor.
Jump Troops usually don't use any chest armor because they have a lot of mobility and i-frames and really low base stats that doesn't really justify using ard'armor
health pack+ nade 4 jump charges +25% regen & a sword + impact mod

Alternatively you can drop the + jump charges wargear and keep the basic 2 charges and slot a gob in there and than use wg2 slot for max jump charge regen. maybe even have some Lp left after nades and health pac to use some kinda chest armor.
Only 2 jump charges + 25% regen but has 140T also added extra arp to sword but this ofc optional.

Or you can drop the nades .. but I get you.. nades are cool.
4 jump charges + 25% regen and the 40% lifesteal chansword forinstance

The last 2 are actually my 2 most used Stom boi loadouts.
but i'm weird so..take that with a grain o salt.

There is certainly no need for a med-pack but bringing a nade could be a good idea.
One of the main uses for jump-classes is disruption and draining tickets on HTL-maps, you can use nades there to provide visual noise for your approach or to make sure the target you just downed stays dead, even in a zombeacon.

Of course, if you are specifically building for dueling/combat, the nade becomes less important.